Uldir: A Peep into Crimson Descent

Uldir-Zul-Crimson-Descent

In the second wing we continue to clear the enormous Uldir complex of G’huun corruption. There is not too much happening lorewise – much like in Nefarian’s lair in Cataclysm, we clear the wings from monstrosities.

The first LFR boss here is Fetid Devourer, a three-headed ‘dog’. It reminded me of a Helya’s pet, although this time you don’t bother with the breath or running mechanics – just step out of the bad cone. Also you need to dispose quickly of the appearing blob adds before their cast is complete. It is yet unclear what they do if not defeated – obviously something very-very bad. I guess I’ll learn it with later runs, but we managed to kill both quickly enough, myself even managing to contribute to both of them. So basically it’s nuke, kill a couple of adds, run out of the bad breath cone. Very-very easy.

I liked the boss design, it really is monstrous. A head of a lion, a dino, and maybe a bird?

What was bad was trash in the boss room. You have to pull it carefully, as boss is walking around in circles and easy to aggro in the most unconvenient time. I don’t really know why they did it but for annoyance.

The second one was Vectis, a blood leech abomination. This one was a mess. Now it is time to praise our tank which led the raid in the best way possible: explaining tactics, supervising the encounter and naturally performing his own tanking job flawlessly. For his efforts, we wiped at Zul only once, and with 3% of his health left.

So, the tank divided us in two groups to stand together, and there we went. There is a lot of blood contagion going on, in the most different ways. The encounter was a mess in metaphorical and literal sense. Before I step in with another toon, I will examine the tactics until I learn them perfectly. The amount of debuffs and puddles to run from or step in is literally overwhelming – and what is worse, it is not clear what you do. We ended Vectis with 4 people standing (not me), and it was barely a wipe.

The three wings cleared (from Devourer, Vectis and Zek’voz), staircases appear and allow us to descend to the central platform. It is flooded with trash blood trolls, and it is a hint of what awaits us.

Zul‘s boss design is an add fight. Apparently the priority is focusing hexers -> crasher brutes -> boss, while minor droplets and crawgs die from AoE. I literally spent 10% of my time planting spells at Zul himself, because adds were my priority. When close to death, Zul starts flooding the floor with blood, so you need to kill him quick.

This one I enjoyed a lot. It’s exactly the type of boss that I like: plenty of space to run around, quite comprehensible goals, personal choices to be made. And lorewise it is awesome. I was afraid that Zul will be enhanced with blood magic and become a monstrosity – no way, he keeps his own looks, and being a prophet, a spiritual leader, guides his followers to battle.

Got four cloth set pieces covered this week :) I enjoy this wing more than the first one, but so far, the bosses are definitely harder and more interesting than Emerald Nightmare. Rumors are that LFR now differs from other modes in numbers only, the mechanics are all there and are to be executed.

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Uldir: A Peep into Halls of Containment

The first wing of Uldir is up and running – Halls of Containment. The wing contains three bosses – Taloc, MOTHER and Zek’voz.

Uldir-Scenery-Central-Hub

I came drastically unprepared. This is actually funny :) A friend of ours came to visit yesterday (she lives across the road, so it’s a common thing), and I’ve remembered that we have a new raid available only after a couple of hours and a couple of beers :) So I excused myself, left her and my wife chatting, and logged in to manage this before bedtime :) Naturally I didn’t repeat the tactics which I read before. Queue time being less than 3 minutes (I didn’t even get to my first world quest) didn’t help. So, I had to check the things on spot.

Uldir doesn’t look as easy as the Emerald Nightmare. The only thing that makes it being the ‘first’ is the bosses’ health bars. I felt that the fights were very quick, like killing a stubborn rare mob of elite sort.

Scenery

The looks are beautiful – this ring in the central hub, those titan machines, and at the same time this uneasy rotten addition. This blight is more prominent in Underrot, but like Emerald Nightmare’s red blobs, it’s certainly quite unique and somehow cozy in a twisted way. In the raid it is masterfully intertwined with titan building, so it’s the nice place to walk around.

There is not much trash, and the trash encounters are not long and/or annoying, just your normal guys. Remember how EN just swarmed with them – I hated that satyr pipe after the first boss. Trash are blood trolls of course.

Lore

Lorewise, I think the Alliance gets a nice lead in – considering that this is certainly Horde’s raid. We’ve been around the raid when we settled an outpost in Nazmir, I think Brann and Keeshan explained the things to us.

And there is Brann in the raid itself to explore and explain. Obviously he can’t pass by titan structures, and he has some experience with Old God defilement (Yogg-Saron, anyone?). I will see what the Horde version of the raid looks like on weekend.

Bosses

I think they were not as easy as the first expansion raid would suggest. They have certain mechanics to be figured out, and following them is crucial for success.

Taloc – this construct was damaged by a goblin walking tank, and from the subsequent falling through the roof deep down (this happened during Nazmir leveling questline).

Taloc is nothing to worry about during the first two phases (cudgel and elevator), and it was a mess in the third. I was always having different blobs following me, and I need to read the tactics again to see how to avoid. Nevertheless, I didn’t die, and Taloc came down with our first try.

MOTHER – is a boss for group coordination, and this is punishing a lot. There are three rooms divided by grid. Raid has to move through the grid to another room to avoid a wipe when MOTHER will purge the current room in three minutes.

The problem is, every player passing through the grid will damage the whole raid, and also spawns a blob add which is to be killed asap. So the idea is to bring small groups through the grid to let healers cope with the damage and not allow too many adds at once. If the whole raid passes at once, it’s an obvious wipe.

Our first try was an obvious wipe in the second room. On our second one, more people understood the idea, so it was a success. It didn’t save me from kissing the floor though. Me and several guys (no tank, no healer) went first to the next room, adds chomped some vital pieces from us, so when the rest of the raid moved after the boss, they obviously killed me.

It’s an interesting mechanic, and I think this will be one of the best and most remembered.

Many-many points to Blizzard for MOTHER’s voice! It’s mechanical, artificial, and very pleasant to listen to. Such a difference from normal titan’s booming in low key.

Zek’voz – I hated his appearance. It’s so unimaginative, yet another qiraji or mantid’s big bug. Just a common bug.

There’s nothing too complex about the encounter – step out of the bad, bring the bad to the edges of the room, catch an orb, kill adds if any, and damage possessed players. I generally liked it. We wiped at 1% the first time for there were too many players catching an orb – so too many possessed to cope with. I also helped by deliberately running into the add-spawning void zone (I thought it was the place where the orb comes – now I learned my visuals).

My loot out of 5 tries (3 bosses and 2 coins) was an off-hand from MOTHER. As I currently equip a wand and an off-hand, it was a nice upgrade.

Uldir-Zekvoz-down

Generally the first wing and the raid as a whole is nice. I liked the visuals, the boss variety, the imaginative mechanics and the lore part. Basically – everything. Let’s see what’s next :)

Pre-Patch 8.0. Class Changes Overview

A thourough research, alt+tab guides, was held yesterday and today. I’ve tried all the classes in the field during Army of the Light emissary quests and assaulted dummies in Pandaria hubs.

Here’s my report.

First of all, healing will not be a thing of this article. The arsenal of healers did not experience too many radical changes, and I’ll be testing its worth in group content like dungeons and raids – during the expansion itself.

While almost all of my healers are gonna be leveling as DPS, there’s one exception: Aurinko the Priest, because I’m not planning to go Shadow while Insanity mechanics exist in game. She tried questing in Holy, and her DPS as such is amazingly great. I’ve swiped out the pack of 5 mobs with ease and surprisingly quickly. Also I was able to pummel an elite mob with no trouble. It’s quite a viable leveling option. I may try Discipline too, but why care switching specs when you’re decent in your played healing one?

The second thing that can be described in few words are tanks. Tanking doesn’t differ from what we had in Legion, so there’s no worries about rotations. Their biggest flaw considering leveling is that tanks are lacking DPS in scales. I’ve engaged an elite Argus mob with my warrior, and while she couldn’t penetrate my defence, picking at her solo was the most boring thing I did during my session. I gave up after taking 20% from the demon which took ages, and then just jumped into my exosuit to burn her down. I even doubt taking my monk as Brewmaster leveling – I felt so much underpowered. In other words, if you opt for an active and quick combat, tanks are not your choice. Yes, they are supposed to aggro dozens at once to speed things up, but that’s not always possible in questing. Verdict: group content.

Now, on to DPS class by class.

CLOTH

Mage

Fire – is pretty much the same. Bombarding a dummy revealed that I have many instant Pyroblast procs, so they are pretty quick and powerful. It’s yet to try some tweaks in AoE gameplay, but overall I’m happy. It’s gonna be my Dark Iron Dwarf spec.

Frost – I’ve summoned a water elemental, and my poor Gnome drowned in its bulk. Dismissed water elemental and chose the talent where I will not summon it. Gameplay is pretty much the same, although I replace a nova instant nuke with a freeze ray. Basic Frostbolt is unexpectedly powerful. Micromantica needs to get used to the new nuke, but her rotation is almost the same. Considering there were not major issues with Frost Mage in Legion, she’s happy.

Arcane – there is much more control over Arcane Missiles, and that surely is a big improvement. If Myde someday will step forward, she’ll feel better than Legion experience. Until expansion lulls, she’s dismissed – the core idea of paying constant attention to mana pool is not my thing.

Priest

Described in healing section. Holy is Aurinko’s current choice for both solo and group content, and I’m not into Shadow.

Warlock

Affliction – Blizzard lost me in Legion when they implemented the need to apply multiple Unstable Afflictions and wasting mana for every spell. None of these issues were addressed in BfA version, so it’s time to say goodbye. I could only mention one great thing: a talent to make Corruption DoT constant without the need to refresh it.

Destruction – this is Faerella’s spec to go in every type of content. Powerful, crystal clear and logical, and with brand new animations on top. Everything stays like in Legion, and it was quite solid to proceed with.

Demonology – I’ve spent half an hour getting the idea, and I must say that this is FUN. You summon millions of demons now, and the spec name finally justifies itself! The rotation leaves some space to think, yet it’s quite easy and straightforward once you get the priorities. It’s a mere pleasure to play, yet maybe not a leveling option for me. Summoning a literal ARMY for another 10 bear asses feels a bit overdone :) It’s a viable option for raids though, ensuring a battle of epic proportions.

LEATHER

Demon Hunter

Havoc – Melaris has lost several cooldowns due to class changes, so her burst somewhat shrinked now. Otherwise everything stays as it stays – a mobile, swift and agile style.

Druid

Balance – lots of options to overload your panels with extra damaging abilities. The renewed talent tree allows me to stay in Legion style which I were more than happy with, so Helu walks into BfA largely unchanged.

Feral – Brutal Slash, despite its nerf, is still a more powerful combo builder than Shred, so it stays in solo rotation. I like that spell! Jammu feels that now you have to make use of 2 speed cooldowns, and she’s not happy with that. Outside of them she waits for abilities to be cast, so it’s an annoyance. Why not bake one of the cooldowns into basic energy regeneration and leave us with a boost we’ll never know. Haste is her gear priority from now on.

Monk

Windwalker – not so many changes for Paitsu’s DPS spec. It’s quite ok to play with, and if I feel that Brewmaster is too weak in the field, I will switch to Windwalker by all means and with pleasure.

Rogue

Assassination – something’s very wrong with my favorite spec, and this wrong is: Haste. Energy regeneration sucks so much – you spend 1-2 seconds constantly with nothing to cast, even when all your talents are about haste and energy regeneration. Dismissed for now. I’ll be missing it.

Outlaw – still not a fun of my swordplay interrupted with a clumsy pistol shot. Nay.

Subtlety – the one and only spec for me now. It’s quick, very effective, and now served with a rich talent choice. Only to think about it, I’ve never touched the spec before Legion. It is simply awesome.

CHAINMAIL

Hunter

Marksmanship – another complete overhaul of Marksmanship spec. It’s only four basic rotation buttons today, two builders and two spenders. And even this small number feels very crumpled. The major idea is to balance around ~50 focus – there, I said it. Balance, as in Druid Balance. This is strange how it largely resembles the previous Balance spec versions of druids – remember this rolling ball? I basically imagine this ball on the current Hunter’s Focus bar. Needs to be tested and tested to make a final decision about it. Maybe I will get used to it, but it’s a bit tense now.

Survival – ooh, that’s definitely a big thing going on. Some giant strides were made towards the stalker fantasy, and it’s just great. Ranged options were added, so now only a couple of strikes and auto-attacks are melee. The rotation rolls around maintaining a couple of DoTs on the target, as well as weaving in your powerful spear strikes. And yes, it definitely is exciting to play. I will make the final decision after I play it in the field a bit. For now it looks as a strong and interesting hunter option. Bravo, Blizzard!

Beast Mastery – they’ve addressed my major Legion issue. All you did in your rotation was yelling, not shooting. Now you’re a guy with a gun again. And still I quit after a couple of minutes – it’s simply boring compared to the other two.

Shaman

Enhancement – excellent. Was it GCD added, but it made the playstyle quite comprehensible. In Legion all you did was facerolling. Now ability management is present, and choices are to be made. Despite that, it doesn’t feel slow at all – another wasted second, and you’re overcapped with Maelstrom energies. Constant casting, pro-active fighting style, no time to get bored. What’s left to test is survivability – in Legion shaman were paper dolls.

Elemental – excellent. I was happy enough with them in Legion. Yet they implemented a minor tweak that improved everything greatly: Earth Shock / Earthquake now cost exactly 60 Maelstrom, not the previous range of 50-100. So basically you don’t have to manage this now: as soon as you have enough, you do the thing. It makes the spec so much more comprehensible and easier to play.

One more issue in Legion was a slow pace of acquiring Maelstrom power. You could pick a mob with your ‘plink’ abilities and never have a chance to plant your most convincing strike before they died. As a result, leveling felt slow and underpowered. Not an issue anymore. You gain Maelstrom fast enough to effectively finish out the mobs.

PLATE

Death Knight

Frost – everything is the same here. But Haste addressed, you don’t wait for abilities to come anymore, it’s very quick now. Make me able to wield zweihanders again, and we’re good :)

Unholy – not a fan of pet specs, I didn’t play it or test it.

Paladin

Retribution – everything is the same here.

Warrior

Arms – now feels like a feeble attempt to mimic Fury. And yet speed is not there. They reintroduced one more (annoying) strike in the rotation, so now it’s crammy, unsatisfying. Dismissed with no regret or intent to return.

Fury – is perfect now. A careful talent choice has turned me into a non-stop killing machine. Talent choices allowed me to exclude even the smallest gaps between attacks, so once in battle, you strike, strike and strike, never giving an opponent a chance to answer. Amazing.

My Resume:

  • I’m glad that they didn’t touch some of the classes that felt right in Legion (Death Knights, Paladins, Druids).
  • Many classes were tweaked to make them a lot more enjoyable to play (Warriors, Shaman, Mages).
  • As for regrets, there are few. My favorite Assassination and Affliction options are buried for tonight – luckily I have replacements at the ready.
  • Personally I need to test drive Hunter, Mage and Shaman in questing, but in general the changes are positive, and I’m ready for Battle for Azeroth.

 

Pre-Patch is Live!

Battle-for-Azeroth-login-screen

EU maintenance was planned during 3 a.m. – 11 a.m. By a good Blizzard tradition, I was able to successfully login at 8 a.m. :)

First of all, the login screen. I hated the initiate sharp Legion tune chords, so I was happy to hear the new, softer one beginning of Battle for Azeroth. BfA music pieces are pretty cool, and anyways, it’s a welcome change of tune. The picture is also changed, and unwelcoming demons turned into Azeroth battlefield. If I may say so, it’s a lot more Warcraft-ish, RTS menu screens coming to mind.

Interface – it’s yay! I quickly got used to bag and system buttons in the right bottom corner. I will only need to use shortcuts more instead of clicking.

The new action panels are cool, most of the abilities were conveniently sorted out already, although I did a re-adjustment nevertheless. Mostly with convenience buttons like ranged aggro for non-tanks, warlock’s health stones, travel speed buffs etc. My main rotations remained untouched.

More or less, my action panels are now arranged this way:

Panels

The major thing is that there are still 3 options for core action panel. This is vital. Take Aurinko the Priest: her default core action panel is healing, one click switches her to DPS mode, and yet another grants her fishing on key 1. The fishing option is also used for quests with extra button like TBC bombing dailies.

Class talent changes are plenty. The choices were made, I tend to choose the passive abilities to make it a minimum of buttons. I am not a fan of having 5 extra cooldowns to remember about. Yet passives are pretty powerful, so it doesn’t look like compromise at all.

All in all I am pleased to say that all options are really great now, and offer a drastically different gameplay. I didn’t spot any useless ones throughout 12 classes. So it all comes down to the style of gameplay you prefer. Hardcore raiders will scrap out the smallest DPS crumbs out of the “best builds”, but who are we to judge them, right?

I’m not sure about several options yet, but I just need to try them in battle. Conveniently the emissaries are reset, and Army of Light is up, so I expect a very productive evening of class changes trial.

As for rotation changes, there are not many. Affliction Warlocks and Marksmanship Hunters got drastic overhauls, that needs to be tried and tested. As far as I get, Marksmanship will be focused on build-spend calmer gameplay rather that frantic clicking based on procs – this is good, and this serves class fantasy better.

There is an unpleasant talent change with Frost Mages: dismissing a Water Elemental and my favorite instant nuke are on the same tier now, so I can’t get both. I still go petless, and there is some channeled freeze ray instead of nuke which looks awesome. We shall see how it will work in the field.

My resume is: the changes were long expected and very welcome. Now on with field tests.

Dark Iron Dwarves and Mag’har Orcs: Class Choice

Blizzard’s official announcement about new Allies – Dark Irons and Mag’har Orcs – is up! Most importantly, the list of classes and racial abilities is published too. And it is high time to think about our new alts.

Dark Iron Dwarves

Dark-Iron-Allied

The Dark Irons can boast this set of classes:

  • Hunter
  • Mage
  • Monk
  • Paladin
  • Priest
  • Rogue
  • Shaman
  • Warlock
  • Warrior

The variety of classes is really stunning. Of course you could expect the darker and brutal options like Hunters (with bombastic guns), Mages (notably Fire), scheming Warlocks, Shaman (no race is THAT bound to Earth and Fire element), of course Warriors and Rogues. It is surprising to see Paladins… and Priests!

It’ll be really hard to choose the one class and spec from all.

Hunter – no option, it’s Marksmanship with my Gnome Baisa, and I’m not currently happy with the other specs.

Mage – I have toons for every mage spec: Frost – Gnome main, Arcane – Void Elf and Fire – lol, a Dwarf girl. Fire fits so well – but I prefer my Fire Mage to be a cheerful and adventurous ginger girl. Her lighter skin tone contrasts with the coal singed colors.

Monk – sorry, but I still think the idea of giving away monks to every next race is quite silly. Frankly I’d cut the class from most of them, dwarfs and dark irons too.

Paladin and Priest – mmm… nope. The Light thing doesn’t ring a bell with Dark Irons, although it could be justified with them joining Ironforge and learning these paths. Well, it just doesn’t. And as I’ve renounced shadow priesthood with my Gnome priest, shadow is not an option too.

Rogue – is just what we’ve seen the Dark Irons throughout questing in Khaz Modan lands. It fits so well, but I have two Rogues already which cover both specs I like – a highly competent elite criminal human Berringer currently in service of SI:7 (assassination), and a shadow blade political assassin nightborne Arkeona.

Shaman – both Elemental and Enhancement fit so good. As long as my Schlitzchen the Goblin drifts now into restoration, I would consider giving it a try. Most probably it will be Agility’s Enhancement, as Schlitzchen will share Intellect in Restoration/Elemental.

Warlock – probably no chance for me, spawning more pet classes :) I just don’t like pets. Although all the three specs are perfect options for a Drak Iron in my opinion.

Finally, Warrior. This is an awesome and solid option equal to Shaman. My warrior today is Oulu the Draenei girl, which I roleplay as a swift-blade rangari from alternate Draenor. She dual-wields twin axes, so Arms and Protection are opened options for my brand new Dark Iron Dwarf.

To sum it up, a Dark Iron toon is:

  • A must for me, I want this alt for roleplay sakes
  • It will be a brutal melee girl, just what it says on the picture above
  • I will choose between an Enhancement Shaman or Arms/Protection Warrior
  • If other class/specs weren’t already covered, my second best choice would be all kinds of rogues, all kinds of warlocks, or a fire mage.

Mag’har Orcs

Maghar

Them, and Zandalari are not what I’m excited to play. Still let’s see what Blizzard offers us:

  • Hunter
  • Mage
  • Monk
  • Priest
  • Rogue
  • Shaman
  • Warrior

In short, Mag’har orcs are alternate timeline orcs which come under Grommash Hellscream’s command, and they obviously lack the hated fel option: Warlocks. The list of classes is as pure and close to nature as possible.

Every option has a strong bond with elements and/or is about good honest steel. Priest option is highly surprising though… I really need a lore explanation for this. Holy Light and Orcs are like… strawberry and fish. You can eat them together, but it’s not natural or tasty.

I’m not planning to roll a mag’har toon yet, but if I were, I would go for the honest Shaman, Warrior or Hunter. The basics.

What are your thoughts?

Battle for Azeroth Release Date

This just in: Battle for Azeroth will be released on August 14!

1

Pre-patch would likely be out a month before expansion, so prepare your checklists and get ready to grind them until July 14. Then we will have Teldrassil burning, Siege of Lordaeron and artifact power cancelled on our hands. Most probably well run repeatable quests to earn new faction mounts and probably transmog/toys.

I’d say it’s just in time. Covering Legion loose ends and rushing right into the fray.

And yes, For the Alliance!

Class Changes in BfA: Your Wishes?

There’s one more topic which is pretty vital, and this is class changes.

We already know that there’s gonna be tweaks to class rotations as several artifact perks would be blended into talents or baseline spells, we know that raid buffs will be back and stuff.

I’m not gonna discuss any raiding environment, partly because I’m an LFR seasoned player, and partly because many sites are focusing solely on endgame, hardcore calculations. I’ll be talking about open world.

So, the question is: are you currently happy with how your class feels itself in the open world via world quests and leveling? Are you happy with the pace that you fight the mobs? Do you feel squishy? Do you feel slow or underpowered? What would you like to change when you operate without groups and any backup? Would you remove certain abilities or add something? 

Here’s my list of required class fixes:

1. Fury Warriors and Enhancement Shaman are as squishy as an origami. For hell’s sake, they’re chain mail and plate armor toons! It merely must be fixed.

2. I hate global cooldowns. And some classes must have built-in haste bonus not to feel bored to the bone.

Notably it’s Rogues and Death Knights – there’s a haste threshold where I immediately become bored to the bone, waiting for global cooldowns. It has nothing to do with DPS – but it has everything with enjoying my gameplay.

3. Survival Hunters should tank, the fantasy of sharing blood & sweat with your pet should be maxed here.

4. Beast Mastery Hunters are ridiculous today, because out of 4-5 major abnilities there is only ONE shot. The other abilities are YELLING. So you yell at a boss, and it dies. Silly huh?

5. I hate Shadow Priest insanity system. Activating the void form feels like a waste of power in the field, but without it you’re picking on mobs forever. One option is increasing the power of major spells while making the insanity less nuking: that way it’s still gonna be useful in raid environment, but you won’t feel like you’re a baby in the field without it.

Also empowered Void Form should be the only option when my priest is violet/blue – when dealing insane damage. I never liked the void looks, and it was actually one of my reasons that I didn’t play a priest for a long time.

Also need AoE – have you tried picking one-shot dozens of mobs in older content one by one? Takes forever.

6. Discipline Priests are surely inventive, but very exhausting in group content. I like that I can heal myself in the field while dealing damage, but juggling healing and damaging in raids requires some insane concentration.

7. The Legion Warlock revamp requires applying the long-casted Unstable Afflictions in numbers. Remove the need to apply multiple Unstable Afflictions for Affliction Warlocks. I was fine at WoD!

8. Demonology Warlock fantasy of calling many demons by your side is fine… But you don’t see a single demon, because they are small, they have bleak and dark models, and they all hang out by your foes rather than you. So you don’t feel like leading a demon army. You feel like you press a button and nothing happens, the foe healthbar just drops by itself. Solution: make the demons brighter, and at least put the imps by your side!

9. Add more damage options to healing specs, leveling and world questing is super slow. They lack AoE at large, so there’s no way out in aggroing many mobs and self healing in the process – as you are picking them one by one! And 3-4 damage buttons are not enough: it’s simply boring to level with them.

10. Add a bit of damage to tank specs (except paladin, paladin feels awesome): we’re supposed to AoE mobs, but when you need to take them out one by one, it takes forever, exhausting you.

11. Make the open world rotations for all class of 5 buttons (saves, cooldowns, interrupts etc. not included) – some specs lack buttons for this ideal number, but some have too many. Work out synergy between these 5 major abilities to make the specs interesting to play and put a gap between a newbie and a seasoned class player.

12. Finally make players choose assigning pets of pet classes behind your left hand or right hand :) I don’t know about others, but I hate when someone hangs by my left hand – both IRL and in game. This is not a minor thing, because that’s my reason of dislike of pet classes. And opting for specs/talents which allow to dismiss a pet.

That’s quite a list :) What’s yours?

P.S. And I also want a healing mage spec :) It’s the easiest to implement among all other new spec ideas, and I’m talking Time-Walking. Bronze dragons teach mages to alter the course of time, so imagines the yellow-colored time magic! Clocks and clockwork effects, and sands of time, and everything. The range of spell options is really stunning here.